Second Life and Open Source
Posted Dec 19, 2006 3:49 UTC (Tue) by
zlynx (subscriber, #2285)
In reply to:
Second Life and Open Source by jmorris42
Parent article:
Second Life and Open Source
"Because you are ignorant and don't see it doesn't mean you didn't hand over a big chunk of your freedom when you bought a Playstation/X-Box/Gamecube."
What crap.
Before buying my GameCube, did I have the freedom to play Zelda? Nope. Did I have the freedom to write my own 3D game with a cute character? Yes. Did I? No, it's too much hard work.
After buying the GameCube, can I play Zelda? Yes. Did I *still* have the freedom to write my own game? Sure I did. I could even stick a PowerPC CPU and an ATI GPU together in a small box for myself. What did I lose by buying the GameCube? Absolutely nothing except about $200. $200 in job hours is *infinitely cheap* compared to theoretical hours spent writing my own Zelda.
All of those hours I would have lost writing a "free" game are now mine to waste as I like. Freedom!
If you're talking about the freedom of small independent developers who can't afford to push games onto the consoles, well, it isn't like they have nowhere to go but consoles. PCs are still going strong and they are still open.
It's like complaining that the cover charge in the good clubs is limiting your freedom when you can go drink somewhere else and dance in the park. Or it's like you're a band complaining none of the good clubs will let you in. Whichever. Maybe dancing in the park is not as good, but the goodness is what the cover charge / house percentage is paying for.
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